Black Widow Inc. would like to invite you to join our organization. You would be assigned as a member of the multi-disciplinary scientific team on board of the USS DARKSTAR, in a zoological research expedition to seek out, collect and investigate new alien life-forms in unexplored sectors of the universe.

This mission occurs in the year 2066, but since you have already traveled to the future before, this should not be a problem for you. The space-time window to come to our present time will be available in just a few days, please decide ASAP about your interest in this job opportunity.

You have been selected for this position by Cmdr. Neil Manke due to your broad knowledge on advanced biochemistry and extensive experience interacting with hostile aliens. Your proven capacity to survive under critical conditions was also considered. But actually you don't have anything to worry about, our project is adopting the most rigorous safety measures to prevent incidents. I can personally guarantee everything is under control and none of the crew will be ever submitted to any risk situations whatsoever. This is certainly going to be a calm, quiet and relaxing journey, as you can already predict from the pictures of our impressive spaceship installations at The Black Widow's Lair.

Additional credits

Changelog

(USS Darkstar re-conversion)
*Added Change Level sprites too all maps. (Some are timed within the series)
*All maps have 4 spawn points. (Should minimize telefrag)
*Added missing environment/Vox sounds.
*Added missing sentence scripts for NPC's.
*darkstar.bsp: added intro cinematics back in.
*darkstar.bsp: Intro text visible to all players.
*darkstar.bsp: Added a sprite hint if you can’t find the HEV suit.
*zoology3.bsp: Disinfector door won’t close. (Allows other players to see what’s going on)
*zoology3.bsp: Scientist should NOT get stuck navigating around table. (He stops mid-way briefly, don’t worry)
*zoology4.bsp: added consciousness cinematics back in.
*zoology5.bsp: Fixed premature changelevel after picking up security card. (You now must roam back to start to trigger change level)
*zoology5: Added elevator door and adjusted button wait times so the elev doesn’t jam up.
*zoology5pt2.bsp: Staged map to continue “zoology4” to complete the storyline in a proper manner.
*zoology3.bsp: Forklift drive slower as ship lands, making it less jerky. (it’s a door with a large lip).
*zoology6.bsp: drowning barney calls for help and dies when attacked.
*zoology7.bsp: Adjusted two items respawn time for coop reasons.
*zoology8.bsp: Added 3 health kits at the bottom of elev. (Poor elev call button placement is the cause for this in coop mode)
*zoology9.bsp: Alive barney npc has WaitTilSeen spawnflag. (He becomes silly without it)
*zoology9.bsp: Door near change level won’t close, letting other players to enter.
*zoology11.bsp: Added tram doors back in the beginning of the map.
*zoology11.bsp: slowed elevator down to prevent getting stuck. (Read Notes/Issues)
*zoology12pt2: Staged map to continue “zoology11” to complete the storyline in a proper manner.
*zoology15.bsp: Elev to escape pod should no longer be stuck at the bottom. (Read Notes/Issues)
*zoology16.bsp: Added map back in to close the series, and tweaked outro cinematics (mostly to preserve credits)
*Other tweaks and adjustments that I can’t recall or noted. But preserves the classic series for Sven Coop.

Notes / Issues:

*darkstar.bsp: Intro cinematics is a bit jerky. I’m no trigger_camera expert so I skipped this tweak
*zoology11.bsp: Both Alien slaves that control the turret in the beginning of the map might not die. (They don’t hurt as much so you can rush right behind them.)
*zoology11.bsp & zoology15.bsp: Glass Floor elevator might get you stuck, speed has been lowered to minimize it. If you get stuck, which you can hear the foot spam, press your "stuck" key.

Update: Just about done with the (re)conversion after a small hiatus. I have two more maps to ripent/fix, stage another map since Sven Coop doesn't use landmarks to enter a "previous map" to complete part of the story line, then play test with other players. Then it should be done after that :D

This game is entirely in the spirit of Half-Life, with its lot of good ideas. The ambience and the immersion are good, the design is beautiful, the level design very well worked.
I had a trigger bug at the end of zoology3 and I had to load zoology4, but that did not taint my game pleasure.
Thanks to the author and to the converter.

Well, i don't know how you managed to get to the next maps without console. The first map just doesn't start, you are stuck in the bedrooms and the security guard doesn't open anything and nothing happens. When you reach the part where the scientist explodes http://scmapdb.wdfiles.com/local--files/map:uss-darkstar-co-op/zoology3__09-04-09_00-16-32.jpg
it actually never explodes. The scientist thats supposed to do something again just gets stuck walking forward and backwards forever.

The issue is with the monster_scientist's hull size. Since the scripted_sequence is too close to the table, it's hull keeps bumping against the table, making the sci walk back and forth. I got that fixed and i'm currently re-converting this to add the missing sounds, dialogue, and some tweaks for coop use.